This Will 10X Your Modeling Speed | Greyboxing

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GreyBoxing, a step many of you skip while creating your art projects, in this video we'll talk about it in depth, and discover how it can be critical to the success to your projects.

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Mockup, block up, prototype, layout, scale test, grey box. Call it what you want but pretty much any graphic artist does this, especially level designers.

.Plus..Equals.
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Newbies prefer to start making detailed level art, because is fun and "easy". When they jump to animation, programming etc, they give up because they see that making a game it is way harder than they though.

Patxi__
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This video could be summarized into 1 sentence: concepting and blockout is necessary for a coherent level,
and gives you the opportunity to test and plan gameplay early on.


If youre looking for a tutorial on blockout modeling in unreal engine look elsewhere

adrianzockt
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Thank you so much! for this amazing video

curioussoul
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I find it's useful to fully detail a small part of the level at the start. Even if I delete it later, it's useful to have that visual guideline and something to pull prefabs off of.

CathodeRayKobold
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It reminded me when you design UI for websites. Thank you for the tip !

Thrillidas
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I dont think whitebox testing is referring to the color of the boxes, its a general computer science/software engineer term, I think whitebox testing refers to testing a system that you have the "lights on" you can see every input and going in and seeing how they work in the system, Blackbox testing is testing only the outputs, you could careless about the inner workings of the system because it is just a dark black box to you that and you only care about what goes in and what comes out, I imagine greyboxing is actually a term describing both of these kinds of tests or a middle ground.

warrenscipio
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Great video. Where did the thumbnail drawing for the compositions come from? It is shown at 5:00.

goldfishy
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Before: realistic image without doubt
After: JUST A WHITE CONCRETE
*_Last Brain Cell Left the game_*

Flowing_
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I usually hear this referred to as blocking.

saibaepsilon
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If you're a beginner dev or artist, then take it from this solo dev: do not get "lost in the polish".

You _will_ want to build your assets and make them look pretty from the start, but that all needs to come later (it will come later). Build for functionality, first.

StrunDoNhor
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Most certainly the dust two think about!

vlyrreiht
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Amazing, thank you so much! Can you clarify one more detail, is it better to create whole scenes and move them to game engine? Or separate it into tiles and then put them together?

Mrtargi
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This is type the fundamental knowledge that really needs to have more presence in tutorials - both paid and free courses. Or maybe it's just that I've learned 3d through courses on using C4D for motion graphics. But as I've tried to get more into world/scene building I've found it pretty frustrating to get a cohesive sense of scale part way through a project and quickly losing my passion for it. Thank you for sharing this knowledge.

cjhatesu
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though if you're on budget and using owned assets in vault, then just very rough path blockout, filled by assets very soon to adjust level design on the go, to fit with assets u own or bought

adro
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i will try this method tomorrow to make body of aircraft (3D Model)

monke
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Nice idea as 3D artist game development and level disainer ECT

This nice idea for making prototype maps for my game.

As solo developer it was nice idea.

watercat
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I find it difficult to swap the greybox with the actual models.
I did a small island with paths and filled the spaces with boxes "buildings". Had no idea how to get the final art fitting without going back and forth and constantly readjusting

lawrence
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Unreal dynamic meshes kinda kill this part, so I love it because I hate looking at my blank game. When I finish a room and the rest is just blocks, it also kills my motivation. So in my opinion, it’s not something I do. I do, however, plan it in 2D top-down, usually on paper or Photoshop. Milanote is also a cool tool for this planning phase.

arcanep
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I am Level Designer. Greyboxing, whiteboxing, blockout it's very usefull.

Andrium